My Acer C740 renders severly corrupted frames in a deferred renderer (render to texture and then from texture to screen). It looks like the red component is increased for about half of the pixels. This happens only on OpenGL 3.1+ contexts and ES 3.1 contexts, both in 11.1 and 11.2-rc3. glxgears stays black under the same conditions, when setting the OpenGL version via environment variable. I can provide test cases if someone gives me some pointers what you want to see (screenshots, texture dumps, hello triangle, render to/from texture). I don't really have an idea what kind of feature is likely to be the culprit. Both test program work fine on (ES) 3.0.
Can you provide an apitrace of the application? A screenshot showing how you expect it to look would be nice too.
While trying to create a minimal example for an api trace, I discovered that this is not a bug but a mistake on my side. Turns out there was an uninitialized shader variable. It is a bit strange that changing the context version affects the behavior here when the shader code is the same. Anyway, sorry for the noise.
FWIW, this mistake has not led to any issues with other drivers on different platforms.
I think most vendors zero uninitialized values (it's basically free on nvidia), while we leave them uninitialized (as there's an actual cost). Strange that it would depend on the context version though.
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